varying vec3 normal, lightDir, viewerVec;
uniform vec3 lpos[2];

void main() {

	vec4 vertex;
	float dtime, gamma, speed;

	normal = normalize(gl_NormalMatrix * gl_Normal);
	//lightDir = lpos;//normalize(vec3( gl_LightSource[0].position ));
	viewerVec = vec3( gl_ModelViewMatrix * -gl_Vertex );

//	speed= -0.95;
	
	vertex = gl_ModelViewMatrix * gl_Vertex;

//	gamma  = 1.0 / sqrt( 1.0 - pow( speed, 2.0 ) );

//	dtime   = ( vertex.x*vertex.x ) + ( vertex.y*vertex.y ) + ( vertex.z*vertex.z );

//	vertex.z = gamma * ( vertex.z + speed * sqrt( dtime ) );
	gl_Position = gl_ProjectionMatrix * vertex;
		
}